Manually Adding Pylon Mounts
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Manually Adding Pylon Mounts
Okay, I'm a professional bounty hunter, and having only six pylon mounts is killing me. I'm not about to trade in my Tiger Mark I, so...is there any way I can manually add pylon mounts to the bugger? At this point, I don't have the space to carry the screamer mine I need in case of Thargoids, and I really need to start carrying that chaff dispenser. Add that to my extra fuel tank and my missile machine, then my field missile...I need three slots for just ECM-hardened missiles if that missile machine is to do me any good.
HELP?
And yes, I'd be willing to mod the .ixp itself and make a Tiger Mark II, if someone would tell me what to look for.
TY!
HELP?
And yes, I'd be willing to mod the .ixp itself and make a Tiger Mark II, if someone would tell me what to look for.
TY!
Re: Manually Adding Pylon Mounts
Dragonfire wrote:Okay, I'm a professional bounty hunter, and having only six pylon mounts is killing me. I'm not about to trade in my Tiger Mark I, so...is there any way I can manually add pylon mounts to the bugger? At this point, I don't have the space to carry the screamer mine I need in case of Thargoids, and I really need to start carrying that chaff dispenser. Add that to my extra fuel tank and my missile machine, then my field missile...I need three slots for just ECM-hardened missiles if that missile machine is to do me any good.
HELP?
And yes, I'd be willing to mod the .ixp itself and make a Tiger Mark II, if someone would tell me what to look for.
TY!
I don't have very much knowledge of these things so maybe better wait to those that has - enters the stage.
In tiger.oxp\Config\shipdata.plist you can look for the strings:
<key>max_missiles</key>
<integer>6</integer>
and change 6 to 9.
It is found in more than one place.
I don't know why yet as I have not seriously entered into this field yet, but I think it is best to make the changes to all places. Think they are two.
There is also a key named missiles. Don't think it is that important. But who knows? In doubt you can change that from 6 to 9 too.
But - a warning here. I am a nooby.
- Staer9
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Re: Manually Adding Pylon Mounts
Greenseng got it pretty much spot on, there are more than on because the NPC ships need a section as well, only modify the player ship (at the top of each 'block' there is the ship desc name generally sometheing like "authorname_shipname_shiprole")
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Re: Manually Adding Pylon Mounts
That's what I thought. Just one other question...when I tried that before, why did the HUD not show the additional missiles. How do I make it show the additional ones? Any other steps?
Re: Manually Adding Pylon Mounts
Dragonfire wrote:That's what I thought. Just one other question...when I tried that before, why did the HUD not show the additional missiles. How do I make it show the additional ones? Any other steps?
Just tested the Tiger with nine pylons. And it works.
You have not changed at all positions, or - if you don't want the pirates to have nine pylons, then you have changed in the wrong position.
There could be another possibility too - well, ...maybe. You have more than one Tiger installed. The ordinary and the changed.
Then take away the one that is not changed.
If it is none of these suggestions... well, it could be the HUD. But... that seems rather unlikely.
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Re: Manually Adding Pylon Mounts
Hold down shift key on start
Re: Manually Adding Pylon Mounts
Odd, my tiger II (only present on my system) has only 4 pylons (fueltanks only).
I felt the energy recharge rate was to low at 4.5 and increased it to 6, but reduced pylons from 6 to 4 and speed to .46
Price was also increased by 100k ( had enough money, but higher price = higher maintenance).
I felt the energy recharge rate was to low at 4.5 and increased it to 6, but reduced pylons from 6 to 4 and speed to .46
Price was also increased by 100k ( had enough money, but higher price = higher maintenance).
OS : Arch Linux 64-bit - rolling release
OXPs : My user page
Retired, reachable at [email protected]
OXPs : My user page
Retired, reachable at [email protected]
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Re: Manually Adding Pylon Mounts
I just pulled that on a brand new Caduceus...I'm going to branch off of my current savefile and switch ships. It now has 16 pylon mounts, and 175 ton cargo bay. I call it the Caduceus Omega IV...fear me. And since I MADE THE MOD, I made it player only. Anyone want the code?
Re: Manually Adding Pylon Mounts
Staer9 wrote:Hold down shift key on start
Good!
Just excellent!
This is a question I have had almost since the beginning of my Oolite-Adventure.
But... I always forget about it.
Soo...
Why
does
anyone
need
to
hold
down
the
shift-key????
Again.
Why does anyone need to hold down the shift-key?
I have never needed to hold it down.
And what will happen if I hold it down now?
Is it cursed?
Will a vulcano open up under the house and eat me?
Or... is it just for Linux and/or Mac?
Exactly.. what happens if you hold down this stupid key?
Would be very thankful for a somehow "logical" answer!
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Re: Manually Adding Pylon Mounts
Some people don't have the refresh-cache option turned on, all the shift key does is tell oolite that this time on start-up the cache needs to be refreshed, by Cache I mean the oxps and their contents, if the name of an oxp has been changed or one has been added/deleted it will automatically refresh the cache.
Is that what you were looking for Greenseng?
and an answer to your other questions:
If you hold it down now it will refresh your cache (or ask you if you want to enable stickykeys),
No it is not cursed,
No a volcano will not erupt and eat you (unless you built your house on top of one, which I doubt)
It should be for all OSes, I have to do it on Windoze, but as far as I am aware it works on Mac and linuxm
Is that what you were looking for Greenseng?
and an answer to your other questions:
If you hold it down now it will refresh your cache (or ask you if you want to enable stickykeys),
No it is not cursed,
No a volcano will not erupt and eat you (unless you built your house on top of one, which I doubt)
It should be for all OSes, I have to do it on Windoze, but as far as I am aware it works on Mac and linuxm
Re: Manually Adding Pylon Mounts
Staer9 wrote:Some people don't have the refresh-cache option turned on, all the shift key does is tell oolite that this time on start-up the cache needs to be refreshed, by Cache I mean the oxps and their contents, if the name of an oxp has been changed or one has been added/deleted it will automatically refresh the cache.
Is that what you were looking for Greenseng?
and an answer to your other questions:
If you hold it down now it will refresh your cache (or ask you if you want to enable stickykeys),
No it is not cursed,
No a volcano will not erupt and eat you (unless you built your house on top of one, which I doubt)
It should be for all OSes, I have to do it on Windoze, but as far as I am aware it works on Mac and linuxm
Brilliant!
Thanks, very much. I didn't know anything of some refresh-cache.
That thing had escaped me totally.
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Re: Manually Adding Pylon Mounts
Nuts. It is STILL not working. What am I doing wrong??
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Re: Manually Adding Pylon Mounts
Check you log for errors, it is likely you will have something like: [plist.parse.failed], it will tell you what is wrong.
also please post the section of the shipdata that you edited.
then a coding master (not me) will probably see the errors.
also please post the section of the shipdata that you edited.
then a coding master (not me) will probably see the errors.
Re: Manually Adding Pylon Mounts
Lone_Wolf wrote:Odd, my tiger II (only present on my system) has only 4 pylons (fueltanks only).
I felt the energy recharge rate was to low at 4.5 and increased it to 6, but reduced pylons from 6 to 4 and speed to .46
Price was also increased by 100k ( had enough money, but higher price = higher maintenance).
I usually use fueltanks only too.
I am doing these cargo-transportations so I have good use for them.
Noticed that I never used missiles.
However - your home-beacon can sometimes be of good use.
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Re: Manually Adding Pylon Mounts
If you are already flying the ship I don't think just changing the shipdata.plist will do the trick as the number of missile slots is put into the save file when the ship is first purchased and then remains static......I think......I'm not 100% sure though......... So you'd need to edit the shipdata.plist, restart Oolite (holding down the shift key) and then go and buy (or rebuy) the ship.Dragonfire wrote:Nuts. It is STILL not working. What am I doing wrong??
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External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1